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If your scene contains animated objects, you surely will want to walk
through the time to see different stages of your scene.
The time is given as a real number between 0 and 1.
- functionruler
-
Using this ruler you can set the local time for the current time dependent
object, e.g. a TimeScene. When a current time dependent object is found the
ruler's label will show its class and name.
The spline describes the main time dependency, click the
to initialize the spline, i. e. to read the min/max values from
the object and set the spline linear. If no time dependend object is found in
the current scene tree, the ruler will be inactive. Otherwise the name and
type of the object, controlled by the ruler will be used as the ruler's label.
- ruler
-
Using this ruler you can walk to a time between 0 and 1.
Time dependend rulers, e.g. the rotation rulers in the trans-menu, change
their values automatically.
-
- Selection button to choose the behaviour of the direction
buttons and . The label of the button shows the current
mode. The different modes are:
- step
- default mode.
With step active, the direction buttons advance the time step by
step.
- loop
- play mode with loop option.
The direction buttons act as play and reverse play.
When a bound of the time interval is passed, the animation starts
over at the other one, thus looping through the animation. All
interactives will get inactive, except a newly created wait layer, showing
the current main time. To stop the animation use the
button.
- bounce
- play mode with bounce option.
This is the same as the loop mode, but when a time interval bound
is reached, the play direction is reversed.
- floop
- fullscreen loop mode.
Same as the loop mode, but first the fullscreen mode is activated.
The middle mouse button is used to stop the motion.
- ,
-
Walk through the time in discrete steps if the animation mode is in step-mode.
Otherwise start the animation in play or reverse play direction.
The total number of steps is given by the following ruler:
- ruler
-
Controls the number of subdivisions of the time interval [0,1]. This is the
number or frames of one animation cycle.
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Up: Data Hierarchy Tree and
Previous: General Functions
SFB 256 Universität Bonn and IAM Universität Freiburg Copyright © by the Sonderforschungsbereich 256 at the Institut für Angewandte Mathematik,
Universität Bonn.